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z_overlay and z_fbdemo_dlftbls (Transition overlay handling), clean up a lot of u32s used to store pointers (#1073)
* overlay matches * prototypes * fbdemo too * virtual to physical * names, cleanup, etc * bss reordering * uintptr stuff * fixed now? * one fix * headers and such * fixes'n'stuff * XXX action * docs of a sort * useless error codes * n * format * header? I barely know her! Co-authored-by: petrie911 <petrie911@users.noreply.github.com>
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@@ -84,7 +84,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
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}
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void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
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gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
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EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
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}
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@@ -92,7 +92,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
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s32 isUpdated = false;
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if (enHy->actor.draw != NULL) {
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gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
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SkelAnime_Update(&enHy->skelAnime);
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isUpdated = true;
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}
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@@ -119,7 +119,7 @@ s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg
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enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
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isInitialized = true;
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ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
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gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
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SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
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ENHY_LIMB_MAX);
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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